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path: root/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs (unfollow)
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2015-10-29fix mantis 7733, reverting setting of IsAttachment on first call to full ↵UbitUmarov1-3/+4
check. Replace instead same simple IsAttachment tests by full checks
2015-10-23 replace objects scale clamp by a more readable clamp. Simplify GroupResize ↵UbitUmarov1-10/+9
and let rescale factors < 1 also be checked for size limits, Set new scales directly not checking them again.
2015-10-20 move ugly convertion of axis locks 3 bit flags to a wasted vector3 down to ↵UbitUmarov1-20/+2
PhysicsActor. Let engines use LockAngularMotion with either Vector3 argument or byte
2015-10-20 also apply axis locks, when creating a prim physics actorUbitUmarov1-0/+14
2015-10-20 stop using a Vector3 to store 3bitsUbitUmarov1-10/+20
2015-10-20 STATUS_ROTATE are linkset flags and not primUbitUmarov1-7/+2
2015-09-21last merging of sog m_linkedAvatars into m_sittingAvatars - untested.UbitUmarov1-1/+1
2015-09-21try to remove Scenepresence dependence on sog m_linkedAvatars, sitting may ↵UbitUmarov1-1/+2
still work
2015-09-21Fix a regression to GetSittingAvatars(). Return List<ScenePresence> once more.Kevin Cozens1-13/+13
2015-09-02seems to compile ( tests comented out)UbitUmarov1-104/+26
2015-08-30More namespace and dll name changes. Still no functional changes.Diva Canto1-1/+1
2015-08-30Renamed the namespaces tooDiva Canto1-1/+1
2015-08-03Removed unused variableOren Hurvitz1-2/+0
2015-08-02Add an option to processes physics collisions using FireAndForget.Robert Adams1-3/+31
Off by default but set with [Startup]ShouldUseFireAndForgetForCollsions=true There is a problem with physics colliions sometimes stopping. One suspicion is that the long callback path from the physics engine into the script engine is causing problems. Enabling this feature passes the collision into the script engine on a separate thread and not the main simulation thread. Tester can enable this and see if the collsions stay around. If they still fail, this commit should be reverted and another solution looked for.
2015-06-10SceneObjectPart.UpdateLookAt() now uses corrected libomv quaternion functions.dahlia1-16/+6
2015-03-22Varregion: first cut at removing Border class checks for region crossings.Robert Adams1-4/+1
Added Scene.PositionIsInCurrentRegion(pos) to sense when new position needs some crossing work. Many changes made to EntityTransferModule to accomodate new crossing sense logic.
2015-02-16Add NaN and Infinity tests for SOP Velocity and Acceleration setters.dahlia1-5/+13
2015-02-16Use a boolean flag to signal lookat is running instead of ↵dahlia1-4/+10
Quaternion.Identity so it can be a valid target orientation
2015-02-16Filter NaN and Infinity values at SOP AngularVelocity setterdahlia1-1/+6
2015-02-07llLookAt() strength parameter should slow rotation as it is increased. ↵dahlia1-2/+2
Thanks Vegaslan for pointing this out.
2015-02-07llLookAt(): reduce and clamp strengh to reduce probability of overshootdahlia1-2/+5
2015-02-06llLookAt() and llRotLookAt(): all orientation updates now done via angular ↵dahlia1-17/+28
velocity manipulation. Also correct some orientation glitches during interpolation.
2015-02-05Manage Angular Velocity during llLookAt() rotation of physical objectsdahlia1-1/+11
2015-02-05Set angular velocity in physics actor in SceneObjectPart.AngularVelocity ↵dahlia1-1/+7
setter. Enables llSetAngularVelocity()
2015-01-21If [Permissions] serverside_object_permissions = false or the undocumented ↵Justin Clark-Casey (justincc)1-1/+4
propogate_permissions = false, don't propogate permissions of prim inventory items. This was a regression from 13f31fd (4 Nov 2013) Relates to http://opensimulator.org/mantis/view.php?id=7399
2014-11-19refactor: capitalize SOP.moveToTarget() and stopMoveToTarget() in accordance ↵Justin Clark-Casey1-2/+2
with code guidelines and the rest of the methods.
2014-11-19Remove SOP.StopMoveToTarget scheduled update which is now being done in ↵Justin Clark-Casey1-3/+0
SOG.stopMoveToTarget() as of last commit 67e568
2014-10-26some cleanup, localID coerence fix..UbitUmarov1-3/+3
2014-10-06 fix targetOmega resend on deselect on the right place, can't be at sopUbitUmarov1-2/+1
but packethandlers
2014-10-04bug fix: resend part targetOmega on deSelectUbitUmarov1-0/+2
2014-09-23 populate collision lists with LinkNumber, and detected structure inUbitUmarov1-0/+3
Xengine
2014-09-22 some changes in link/unlink code, bypassing complex variables set methodsUbitUmarov1-1/+22
2014-09-12Fix issues where setting llSetTextureAnim(FALSE... did not work properly).Justin Clark-Casey (justincc)1-11/+20
I ended up amalgamating patches from http://opensimulator.org/mantis/view.php?id=7313 and http://opensimulator.org/mantis/view.php?id=7318 Thanks a lot to both bobshaffer2 and cinderblocks.
2014-09-05 do not send objectproprieties on sop.SetGroup(). I many cases this willUbitUmarov1-2/+2
arrive before creating the object in viewer with respective full update
2014-08-29Implement STATUS_BLOCK_GRAB_OBJECT in llSetStatus()/llGetStatus() and ↵Justin Clark-Casey (justincc)1-17/+1
correct effect of STATUS_BLOCK_GRAB As per http://wiki.secondlife.com/wiki/LlSetStatus Setting STATUS_BLOCK_GRAB_OBJECT prevents or allows move of a physical linkset by grab on any prim. Setting STATUS_BLOCK_GRAB prevents or allows move of a physical linkset by grab on a particular prim. Previously, setting STATUS_BLOCK_GRAB would prevent drag via all prims of the linkset.
2014-08-29Ignore whitespace when reading serialized XML objects.Justin Clark-Casey (justincc)1-1/+1
This was previously effectively being done by XmlDocument in the multiple passes through the XML. This change tells XmlReader to ignore whitespace. This also means changing arguments to use XmlReader instead of XmlTextReader (a descendent of XmlReader) directly. XmlReader.Create() has been the recommend way to create XML readers since .NET 2.0 as per MS SDK and is the only way to specific ignore whitespace settings.
2014-08-22sop SendFullUpdate() goes by presence if it is a attachmentUbitUmarov1-1/+14
2014-08-22some cleanup ( well or not )UbitUmarov1-6/+67
2014-08-11Fix a condition checkMelanie Thielker1-1/+1
2014-08-11Fix a condition checkMelanie Thielker1-1/+1
2014-08-11Make texture anims work right on singuMelanie Thielker1-12/+19
2014-08-11Make texture anims work right on singuMelanie Thielker1-12/+19
2014-07-22 send updates on selected attachments as sl ( warinin if reverted then aUbitUmarov1-3/+3
fix is needed elsewhere since the changes are never sent)
2014-07-20 physics engine cannot change internal positions of linksets, at least notUbitUmarov1-2/+2
in teaseupdates
2014-07-20replace old Attachoffset by AttachedPos. Comented out possible mergeUbitUmarov1-3/+0
artifacts
2014-04-04fixed object-collision issue after uncheck phantom-flagtglion1-0/+2
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
2014-04-03refactor: Use m_sittingAvatars to maintain the list of sitting avatars ↵Justin Clark-Casey (justincc)1-14/+14
instead of two independent structures that do exactly the same thing m_sittingAvatars code also already properly handles locking to avoid races.
2014-04-03Fix bug where crossing to a neighbouring region and back again would trigger ↵Justin Clark-Casey (justincc)1-0/+6
an exception, and a second recross would stop the user moving until relog Also fixes an issue where sitting avatar counts became inaccurate after any cross. Part of the problem was due to cloning code using MemberwiseClone() but not resetting certain collection structures. Adds regression test for this case. In relation to http://opensimulator.org/mantis/view.php?id=7050
2014-02-15Rewrite of mega-region code to use new form of border checking.Robert Adams1-6/+3
This commit eliminates all of the 'border' class and list code and replaces it with testing if in the current region. Impacts: can make a mega-region out of varregions of the same size; and mega-region combinations must be rectangular (not square but rectangular)
2014-01-10Refactored setting permissions when rezzing items: use the same function ↵Oren Hurvitz1-0/+58
when rezzing from user inventory and prim inventory. Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)